FTL: Faster Than Light Wiki

Crew members come in a variety of shapes and sizes.

Each ship can carry a maximum of eight crew members. Each ship starts with a small crew already on-board, but the rest must be found by the player.

Crew members gain skill through experience working at various ship tasks: Piloting the ship, Shield recharging, running the Engines, Weapons operation, Repairing damage, and engaging in Combat. All races have the same experience gains except humans who are slightly faster.

There are specific crew members that may be found through random events.

Crew members may belong to different distinct races (see chart below).


Humans are common and uninteresting.

MaleHuman1.png MaleHuman-2.png MaleHuman-3.pngMaleHuman3.png 

FemaleHuman1.png   FemaleHuman-2.png FemaleHuman-3.png   FemaleHuman3.png

Hailing from Earth, Humans are one of the most common races in the galaxy. Humans comprise the majority of the Galactic Federation and all the Rebellion. Humans learn skills faster due to their reduced XP ability, have no notable weaknesses and are the cheapest race to hire. Additionally, they are the only race with unique male and female sprites; neither have any skillful advantage over the other.


Although the second and third human sprites look near-identical, there is a very minor color difference in their hair, likely representing blond and brown hair.

Humans cost 45 Ftlgame-scrap.png to hire from Stores.

Special Abilities[]

+ Skills improve slightly faster: -10% experience requirements for acquiring next skill level

Skill XP/level Human XP/level
PilotingSkill.png Piloting
EnginesSkill.png Engines
ShieldsSkill.png Shields
WeaponsSkill.png Weapons
RepairSkill.png Repair
CombatSkill.png Combat

Blue Options[]

  • (Human Crew) Send your human crewmember to communicate with the Mantis. (Occurs on Confused Mantis)


It's unclear if the 'Engi' are partly organic or entirely mechanical, but it's well known that they make exceptional engineers.


Official Engi artwork from the FTL Kickstarter page.

Though their inhabited worlds are well known, the origins of the emotionless Engi are a mystery. The majority of their bodies are made from nanomachines, giving the illusion of a silvery metallic 'skin.' At their construction yards, the Engi are seen working together to form massive organic machines adept at building ships, although they mostly mantain a bipedal appearence otherwise.

Their culture revolves around traditional social interactions. The Engi also wield powerful knowledge of machinery, and are gifted mechanics — especially when they're only expected to service and repair comparatively primitive human technology.

While the Engi are extremely intelligent, their primarily robotic bodies are very fragile. The delicate and very technical inner workings of an Engi are not nearly as rugged as regular organic material, like that found in humans. As a result, Engi usually make poor fighters; however, their immaculate knowledge of mechanics coupled with their immunity to most diseases can make them excellent allies.

The many scientific anomalies of Engi have been endless points of contention for human scientists; they argue incessantly over whether Engi are organic lifeforms by definition, or sentient machines. Despite their unique composition, Engi still require oxygen to survive. Most accept the explanation that they're simply a bridge between organic and robotic.

Despite a nonaggression pact with the Rebels, the Engi are the strongest supporters of the Galactic Federation, and have been secretly aiding them whenever possible. They consider restoring the Federation to be the highest priority. The Federation outsourced designing of their new Stealth Cruiser to the Engi. In addition to the Federation, the Engi are allies of the Zoltan. Since the collapse of the Federation, they have been preyed upon incessantly by the Mantis, who regard them as ideal slaves. Many Mantis ships have Engi crew members, possibly slaves, compensating for the Mantis' poor repair abilities.

Beside their advanced Med-bot Dispersal device, Engi often make use of drones in combat situations.

Engi cost 50 Ftlgame-scrap.png to hire from Stores.

Special Abilities[]

+ Repair speed is doubled
- Combat damage inflicted is halved

Engi are most useful when used as repair crew or manning ship systems, and should avoid one-on-one combat unless absolutely necessary, especially without medical support.

Note: System repairs, hull breaches, and fires are all fixed at double speed.

Note: Despite being mostly made up of nanobots, Engi can still suffocate and die from lack of oxygen.

Blue Options[]


  • The Engi are the only race to have official art that depicts them in a more detailed appearance.


The Mantis disregard for individual lives led to their evolution as a vicious warrior race.

Mantis1.png Mantis2.png Mantis3.png Mantis4.png Mantis5.png

The violent and hostile Mantis appear, to Humans anyway, to resemble man-sized Praying Mantes, although they are much more aggressive than their namesakes. Whereas praying mantes kill prey merely to survive, the much larger and more intelligent Mantis race kill remorselessly to suit their own personal agendas — usually without survival as a concern, making for a pitiless and brutal insectoid warrior species. While humans and most other species have manufactured handheld weaponry to utilize in combat, the Mantis usually default to their agility and sharpened exoskeletal appendages to tear through their enemies, and their skill as warriors goes almost unchallenged in 1v1 combat, even against the rock species. The Mantis also possess extremely acidic saliva which can burn through flesh and melt most metal alloys. While Mantis excel at combat, especially personal combat, they are the least adept of all the races at technical repairs. They have overcome this problem by frequently taking Engi slaves. Engi slaves can be found on a majority of their bases and ships. Though some individual Mantes have been known to work with the Galactic Federation, the race as a whole tends to be deceptive, opportunistic, and untrustworthy, and can commonly be found piloting their signature style of well-armed spacecraft, hunting down weaker enemies in pursuit of their belongings. Human children are told tales of their red ships, and of the Mantis invasion of Earth.

Mantis cost 55 Ftlgame-scrap.png to hire from Stores.

Special Abilities[]

+ Inflict 1.5x damage in combat
+ 1.2x move speed
- Halved repair speed

Mantis are best used as Boarding crew, as their increased damage and increased movement speed allow them to disrupt and destroy enemy systems and crew. They are also great at repelling boarders from your own ship, as they can arrive at their location quickly and either kill the crew before they can teleport back, or induce them to return quickly.

Note: System repairs, hull breaches, and fires are all fixed at half speed; even if a Mantis crewman is closer, it's usually better in the long run to leave him at his post, and send someone else to repair damage.

Blue Options[]




The 'Rockmen' of Vrachos IV are rarely seen and are known for their fortitude.

Rockmen1.png Rockmen2.png Rockmen3.png Rockmen4.png

The Rockmen, as they have been nicknamed by humans, are called so because of their unique skin, which, according to scientific experiments, can be nearly as hard and rugged as solid rock. Additionally, the Rockmen are extremely well-conditioned and physically strong to compensate for their thick rock-like skin, giving them an astounding resilience. As a result of their physical attributes, the Rockmen have evolved throughout their race's existence into a warrior race which values personal strength and martial prowess over nearly everything else. While the Rockmen are generally not an adventurous race, and can only be consistently located within their own territories' borders, the Rockmen are liable to open fire on any ship they encounter that they aren't familiar with. Still, there are always exceptions to the rule, and having Rockmen crew can be very beneficial. Also, from random occurrences, some Rockmen seem to be quite religious.

Rockmen cost 55 Ftlgame-scrap.png to hire from Stores.

Special Abilities[]

+ Immune to fire
+ Health is increased to 150
- Movement speed is halved

Their increased health make them useful as both defense and Boarding crew, as they can outlast any other race in one on one combat, except for the Mantis, unless they are experienced combatants. Their extra health is also great for fixing hull breaches since they take longer to suffocate. Their immunity to fire obviously makes them perfect for putting out fires, and Rockmen can be devastating to enemy crew when boarding enemy ships in conjunction with fire weapons. However, their poor speed makes it hard for them to respond quickly in urgent situations.

Blue Options[]



  • The Rockmen are the only alien race whose homeworld is canonically mentioned by name.
  • Ariadne is a female Rockman that can be found as a pilot in Subset's 2018 game, Into the Breach. This is the same character from the Rock Bride Transport event.
  • The Rockmen are described as xenophobic, though are tolerant of the wisdom of the Zoltan. A store in Rock Space is established in an abandoned capital ship by a few Zoltan.


The 'Zoltan' are allies of the 'Engi'. Their innate energy can power ship systems.

Zoltan1.png Zoltan2.png Zoltan3.png Zoltan4.png Zoltan5.png

With the majority of their bodies composed of pure, harnessable energy, the Zoltan are ambivalent towards the Galactic Federation. Whilst a deeply officious and obtuse people, they generally favour diplomacy over acts of aggression and are known for being fair and just in their dealings with others. Due to their alliance with the Engi, Zoltans often appear in Engi Homeworlds or the various Engi-Controlled Sectors of space, although they inhabit their own home systems as well. Being ingenious experts of technology, the Zoltan race pioneered a unique ship-based shielding technology which can be found on nearly every Zoltan vessel. These shields are very difficult to breach, however they cannot regenerate during a battle - unless a Shield Overcharger drone is deployed. Therefore, once they are impacted by enemy fire enough to deactivate them, Zoltan vessels must rely on conventional shielding systems. They and the Engi control many sectors, but they themselves are rarely seen outside them.

Zoltan cost 60 Ftlgame-scrap.png to hire from Stores.

Special Abilities[]

+ Provides power to occupied system
+ Explodes upon death, dealing 15 damage to each enemy in room
- Maximum health is reduced to 70

The Zoltan ability provides a single block of power to the ship system whose corresponding room they are currently standing in (no effect on subsystems). This is especially useful in reduced-power battles, or in battles against ships with Ion weapons, as their energy cannot be blocked by the Ion effect. For example, having two Zoltan in the shield system room will ensure that your ship will always have at least one layer of shields active at any time. The addition of Zoltan-provided power means maximum reactor power can be exceeded.

The Zoltan ability can also be used to "clean" power. Cloaking, Hacking, Teleporter, and Mind Control systems require a cooldown period after use that locks power into that system. By walking a Zoltan into a room with a system in cooldown, one of the power bars will turn from blue (cooldown) to yellow (Zoltan power). Leaving the room will empty the power bar, allowing that unit of power to be utilized elsewhere while the system is cooling down.

In Weapon and Drone Control systems, Zoltans provide power starting with the highest priority module (the left-most slot), and their power can only be redistributed by changing the priority of the modules.

Zoltan will explode upon death and deal 15 damage to all enemies in the room - allies are unaffected. While this ability was added with the Advanced Edition content, the ability still functions with the additional content disabled.

Blue Options[]



  • Mafan is a Zoltan that can be found as a pilot in Subset's 2018 game, Into the Breach.


These telepathic Slugs were shunned in the Galactic Federation for their constant thievery and attempts at manipulation.

Slug1.png Slug2.png Slug3.png Slug4.png Slug5.png Slug6.png

The xenophobic, leisurely Slugs are the third rarest race in the galaxy, behind the mythical Crystal and Lanius. Their home world and all sectors under their control are engulfed in enormous nebulae. They developed on an ocean planet which lead to them evolving unique telepathic abilities in order to overcome the general lack of visibility. As a result, Slug ships aren't built with sensors; the telepathic powers of the crew are just as effective, if not more so, than any electronic system. This leaves them at a distinct disadvantage outside nebulae however, so that even within their sectors they are almost never seen outside the concealing clouds. While not as aggressive as the Rockmen or the Mantis, Slugs are both greedy and deceitful. They prey upon ships that wander into their home systems, often leading them into traps, as well as resort to piracy in other systems.

Slugs cost 45 Ftlgame-scrap.png to hire from Stores.

Special Abilities[]

+ Telepathic powers reveal rooms and lifeforms even when sensors are down (or nonexistent).
+ Immune to mind control.

Slugs can see into adjacent rooms connected to the one they're standing in. They can also detect enemy crew members on your ship or theirs.

As of Advanced Edition, Slugs can now detect what type of life form they are sensing and what they are currently doing, whereas before it was just a dot on the screen. It has not been seen to have changed any events - this merely appears to be a change to how you detect enemies during combat.

Blue Options[]


Ancient ancestors of the Rockmen.

Crystal1.png Crystal2.png Crystal3.png Crystal4.png

Descended from a splinter group of Rockmen who rejected their species' violent ways long ago, the Crystalmen are almost completely unknown in the galaxy, having hidden from all other sentient life. They can be encountered as starting crew on the Crystal Cruisers, in Tektite (the 3rd layout of the rock ship), in the Dense Asteroid Field Distress Call event, or within the crystal sector itself (they are at shops to recruit/found as prisoners/etc). Acquiring a Crystal crew member from the aforementioned event allows the Crystal Cruiser quest.

Crystal cost 60 Ftlgame-scrap.png to hire from Stores and can only be purchased in the Hidden Crystal Worlds.

Special characteristics[]

+ Lockdown power (activate in crew box)
+ Half suffocation damage
+ Health is increased to 125
- Movement speed reduced by 20%

Lockdown: Active ability that coats the room they're in with crystals, preventing anyone from entering or leaving. The crystals wear off over time. Lockdown lasts 12 seconds and requires 50 seconds to recharge (i.e. 38 seconds downtime). Enemies can break the lockdown, but it is extremely durable.

Potential strategies to use Lockdown could be during a boarding attack by locking down your most precious system room or during boarding enemy ships by locking down a room so your crew can destroy the system in it uninterrupted. One particular example would be locking down the Medbay on an enemy ship, so it can be destroyed before any crew members are able to reach it, making it much easier to board and kill the crew of a ship that has one. With multiple crystal crew, or few enemy crew, it is possible to trap injured enemies so that they can't reach the medbay anyway.

The crystal race was created for a donor that contributed 2,000 USD to FTL's Kickstarter campaign.

Blue Options[]


These anaerobic beings seem friendly enough.

Lanius1.png Lanius2.png Lanius3.png Lanius4.png

The Lanius are a metallic scavenger race prone to aggression, whose biological composition somehow drains oxygen from the rooms they occupy, making them potentially deadly adversaries. They arrived to the FTL universe with the release of FTL: Advanced Edition.

The Lanius are scavengers — metallic lifeforms that rely on the absorption of minerals to sustain themselves. Their society ebbs and flows in hibernation cycles; they may lie dormant for many years, even while hurtling through space. As soon as they become aware of significant metal deposits, they reawaken. Usually, this occurs in the dying stages of a galactic civilization or in the wake of intergalactic war.

Reports of reawakened Lanius have appeared in many of the war-torn and abandoned sectors of Federation Space. Their arrival has created panic as they indiscriminately seek out sources of metal — although more diplomatic individuals have suggested that they can be reasoned with.

Lanius cost 50 Ftlgame-scrap.png to hire from Stores and can only be purchased in Abandoned Sector.

Special Abilities[]

+/- Drains oxygen from rooms.
+ No damage from lack of oxygen.
- Movement speed reduced by 15%.

They drain Oxygen about as fast as a hull breach in a single square. You can follow the same process used to feed oxygen to a breached room to sustain the oxygen in the room your Lanius crewmen share with other crewmen.

Blue Options[]

The Differences Between Races[]

Comparison Chart[]

Race Store Cost Maximum Health Repair Speed Combat Damage Movement Speed No. of Blue Options Special Characteristics
Humans 45 Ftlgame-scrap.png 100 1 1 1 1 -10% experience requirements
Engi 50 Ftlgame-scrap.png 100 2 0.5 1 8
Mantis 55 Ftlgame-scrap.png 100 0.5 1.5 1.2 [1] 3 (2)
Rockmen 55 Ftlgame-scrap.png 150 1 1 0.5 [1] 6 (5) Immune to fire, X1.67 fire-fighting speed [2]
Zoltan 60 Ftlgame-scrap.png 70 1 1 1 2 Adds 1 power bar to an occupied system, explodes upon dying and deals 15 HP damage to all enemy crew in the room (damage to drones is halved)
Slug 45 Ftlgame-scrap.png 100 1 1 1 11 (10) Reveals adjacent rooms and crew of ships, immune to mind-control [3]
Crystal 60 Ftlgame-scrap.png 125 1 1 0.8 [1] 3 Lockdown ability, -50% suffocation damage, X0.83 fire-fighting speed [2]
Lanius 50 Ftlgame-scrap.png 100 1 1 0.85 [1] 11 Drains oxygen from occupied room, immune to suffocation

While combat damage may differ among the races and is influenced by skill level and Mind Control (Level 2+), the system sabotage damage is the same for all crew.
Repair speed is equal to fire-fighting speed, unless specified otherwise in the Special Characteristics column. All crew complete one repair animation per second.
Different races take different amounts of time to complete their dying animation: Rock, Crystal, and Engi take 2 seconds; Humans, Slugs, and Lanius take 1.8 seconds; Mantis take 1.7 seconds; and Zoltans take 1.5 seconds. This affects when cloning starts, and when crew kills against enemies with a clone bay register. It also affects when the dead crew member's position in a room becomes free for another to take their place.

  1. 1.0 1.1 1.2 1.3 Lanius speed is not specified in-game, and was measured by testing crew speed. The same tests suggest that in-game descriptions for Mantis, Rocks, and Crystals are very slightly wrong in practice, possibly due to tiny delays when crew change directions or pass through doors.
  2. 2.0 2.1 According to datamining of the game
  3. Advanced Edition Content only
Crew cost and store rarity by sectors
Race Cost Civilian Engi Zoltan Mantis Pirate/Rebel Rock Abandoned Uncharted Nebula Slug
45 Ftlgame-scrap.png 1 3 2 2 1 2 2 1 1
50 Ftlgame-scrap.png 2 1 3 3 2 - 3 3 2
55 Ftlgame-scrap.png 2 - 3 1 2 - 3 3 2
55 Ftlgame-scrap.png 3 - 3 4 3 1 3 3 2
60 Ftlgame-scrap.png 5 4 1 - 5 3 4 3 2
45 Ftlgame-scrap.png - - 3 - - - 4 2 1
60 Ftlgame-scrap.png [1] - - - - - - - - -
Lanius [2]
50 Ftlgame-scrap.png - - - - - - 2 - -
  1. Only purchasable in the Hidden Crystal Worlds sector.
  2. Advanced Edition Content.


A "ghost" race is hidden within the FTL files. They are available with save-game editors and some mods. "Ghosts" have 50 health, do not require oxygen, and look like translucent humans with a yellow glow. An unused event involves an attack by ghosts when salvaging their "haunted" shipwreck.